Common Eurypterid 1 11 11 0 0 true aa17a7da-eb26-4277-adb3-033f39f59a18 false false false 0 25948362 false 0 9 2 353551350 false false false false false Common Eurypterid 1 400 N Medium vermin (aquatic) 4 low-light vision, tremorsense 30 ft.; Perception +1 14, touch 10, flat-footed 14 (+4 natural) 11 (2d8+2) Fort +4, Ref +0, Will +1 4 0 1 20 ft., swim 40 ft. 2 claws +1 (1d3), sting +1 (1d3 plus poison) 5 ft. 5 ft. (10 ft. with sting) Str 10, Dex 11, Con 12, Int -, Wis 13, Cha 2 1 +1 11 Improved InitiativeB Swim +8 amphibious temperate or warm ocean solitary, pair, or swarm (3-12) none Two large pincers grasp at the air before this sleek creature, while a finned tail bristling with a long, thin stinger rises from behind. Eurypterid AP 37 0 Poison (Ex) Sting-injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save. Known to some as sea scorpions, eurypterids are aquatic crustaceans that blur the line between their terrestrial cousins and lobsters. Primeval and voracious, these vermin range in size from relatively harmless ochre eurypterids the size of a dog up to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whaleeating eurypterids by sailors. Regardless of their size, all share one thing in common-an aggressive attitude. Eurypterids lash out at anything that might be food, and once they've tasted prey, are single-minded in their pursuit. Although quite at home in the open sea, most eurypterids are capable of scuttling around on land and can exist out of water indefinitely. Unlike rats, eurypterids don't spread disease or cause much damage to most cargos-traits that have led some captains to experiment with seeding colonies of ochre eurypterids in their holds to keep rodent populations under control. Alas, one can often tell the ships that use this tactic by the unusually high number of crewmen with missing fingers. 0 0 0 0 0 1 1 mind-affecting effects adult false 0 0 true 10 11 12 13 2 true Poison Ex Sting-injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save. true Swim 8 true Improved Initiative true 14 10 14 4 0 0 0 0 1 11 false false